refactor: transparent render (#14)

* fix(renderer): defer uniform location retrieval and add view matrix in outline rendering

* refactor(gameplay): encapsulate per-type vertex data into VertexData struct

* feat(rendering): separate transparent blocks into discard and blend modes

* feat(renderer): implement order-independent transparency

* fix(shaders): reduce alpha discard threshold to 0.8
This commit is contained in:
zhenyan121
2026-06-11 12:21:19 +08:00
committed by GitHub
parent 2906106597
commit d0bc8d627f
29 changed files with 572 additions and 284 deletions

View File

@@ -1,12 +1,9 @@
#include "Cubed/gameplay/world.hpp"
#include "Cubed/config.hpp"
#include "Cubed/debug_collector.hpp"
#include "Cubed/gameplay/player.hpp"
#include "Cubed/texture_manager.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/cubed_hash.hpp"
#include "Cubed/tools/math_tools.hpp"
namespace Cubed {
@@ -291,115 +288,6 @@ void World::init_chunks() {
}
}
*/
void World::render(const glm::mat4& mvp_matrix,
const TextureManager& texture_manager,
const glm::vec3& camera_pos) {
Math::extract_frustum_planes(mvp_matrix, m_planes);
int rendered_sum = 0;
for (const auto& snapshot : m_render_snapshots) {
if (is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
glBindTexture(GL_TEXTURE_2D_ARRAY,
texture_manager.get_texture_array());
glBindBuffer(GL_ARRAY_BUFFER, snapshot.normal_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)offsetof(Vertex, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)offsetof(Vertex, layer));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_vertices_count);
glBindBuffer(GL_ARRAY_BUFFER, 0);
rendered_sum++;
}
}
glDepthMask(GL_FALSE);
struct SortableSnapshot {
const ChunkRenderSnapshot* snapshot;
float distance;
};
std::vector<SortableSnapshot> cross_list;
std::vector<SortableSnapshot> transparent_list;
for (const auto& snapshot : m_render_snapshots) {
if (!is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
continue;
}
float dist = glm::distance(camera_pos, snapshot.center);
glm::vec2 camera_pos_xz{camera_pos.x, camera_pos.z};
if (snapshot.cross_vertices_count != 0) {
glm::vec2 center_xz{snapshot.center.x, snapshot.center.z};
float dist2d = glm::distance(camera_pos_xz, center_xz);
if (dist2d <= CROSS_PLANE_DISTANCE * 16) {
cross_list.push_back({&snapshot, dist});
}
}
if (snapshot.transparent_vertices_count != 0) {
transparent_list.push_back({&snapshot, dist});
}
}
std::sort(transparent_list.begin(), transparent_list.end(),
[](const SortableSnapshot& a, const SortableSnapshot& b) {
return a.distance > b.distance;
});
std::sort(cross_list.begin(), cross_list.end(),
[](const SortableSnapshot& a, const SortableSnapshot& b) {
return a.distance > b.distance;
});
for (const auto& item : cross_list) {
const auto& snapshot = *item.snapshot;
glBindTexture(GL_TEXTURE_2D_ARRAY,
texture_manager.get_cross_plane_array());
glBindBuffer(GL_ARRAY_BUFFER, snapshot.cross_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)offsetof(Vertex, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)offsetof(Vertex, layer));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, snapshot.cross_vertices_count);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
for (const auto& item : transparent_list) {
const auto& snapshot = *item.snapshot;
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_manager.get_texture_array());
glBindBuffer(GL_ARRAY_BUFFER, snapshot.transparent_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)offsetof(Vertex, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(void*)offsetof(Vertex, layer));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, snapshot.transparent_vertices_count);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glDepthMask(GL_TRUE);
DebugCollector::get().report(
"rendered_chunk", "Rendered Chunk: " + std::to_string(rendered_sum));
}
ChunkPos World::chunk_pos(int world_x, int world_z) {
int chunk_x, chunk_z;
@@ -774,21 +662,6 @@ void World::need_gen() {
m_gen_cv.notify_one();
}
bool World::is_aabb_in_frustum(const glm::vec3& center,
const glm::vec3& half_extents) {
for (const auto& plane : m_planes) {
// distance
float d = glm::dot(glm::vec3(plane), center) + plane.w;
float r = half_extents.x * std::abs(plane.x) +
half_extents.y * std::abs(plane.y) +
half_extents.z * std::abs(plane.z);
if (d + r < 0) {
return false;
}
}
return true;
}
int World::get_block(const glm::ivec3& block_pos) const {
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
std::lock_guard lk(m_chunks_mutex);
@@ -966,8 +839,10 @@ void World::update(float delta_time) {
m_render_snapshots.push_back(
{chunk.get_normal_vbo(), chunk.get_normal_vertices_sum(),
chunk.get_cross_vbo(), chunk.get_cross_vertices_sum(),
chunk.get_transparent_vbo(),
chunk.get_transparent_vertices_sum(),
chunk.get_normal_discard_vbo(),
chunk.get_normal_discard_vertices_sum(),
chunk.get_normal_blend_vbo(),
chunk.get_normal_blend_vertices_sum(),
glm::vec3(static_cast<float>(pos.x * CHUNK_SIZE) +
static_cast<float>(CHUNK_SIZE / 2),
static_cast<float>(WORLD_SIZE_Y / 2),
@@ -1024,4 +899,8 @@ void World::rendering_distance(int rendering_distance) {
CaveCarver& World::cave_carcer() { return m_cave_carcer; }
RiverWorm& World::river_worm() { return m_river_worm; }
std::vector<glm::vec4>& World::planes() { return m_planes; }
std::vector<ChunkRenderSnapshot>& World::render_snapshots() {
return m_render_snapshots;
};
} // namespace Cubed